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ED-MEDIA 1999 Proceedings Book - Association for the ...

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order to meet new challenges and sustain an inhabitable global environment, we need to dramatically improve<br />

education at all levels in <strong>the</strong> environmental sciences. There<strong>for</strong>e, <strong>the</strong>re is a need <strong>for</strong> new tools to support<br />

complex learning in this domain. Our approach is based on analysis of previous research on designing ILEs<br />

<strong>for</strong> complex learning (Arias et al., 1997; Enkenberg, 1995; Eden et al., 1996; Forrester, 1994; Spector, &<br />

Davidsen, 1997a) and differs from <strong>the</strong>se in three major aspects:<br />

• It assumes that <strong>the</strong> integration of constructionism and systems dynamics is a powerful combination <strong>for</strong> <strong>the</strong><br />

design of a new kind of complex task environment <strong>for</strong> simulating and thinking about real-life phenomena.<br />

• It focuses on <strong>the</strong> significance and attainability of au<strong>the</strong>nticity in learning scenarios.<br />

• It supports that <strong>the</strong> design of ILEs <strong>for</strong> lifelong learning cannot be investigated in isolation by looking just<br />

at one small part of it, such as K-12 education, University education, or designers.<br />

This work has been developed in conjunction with <strong>the</strong> Kreate-IT (Creativity, Technology and IT at elementary<br />

schools) project carried out by <strong>the</strong> Institute <strong>for</strong> Media Technology. This project aims at creating an ILE that<br />

fosters learning based on ideas of apprenticeship (Lave & Wenger, 1991), and at developing a set of tools to<br />

facilitate <strong>the</strong> understanding of complex phenomena among young learners. In our view <strong>the</strong> methods of<br />

cognitive apprenticeship learning are useful in a wider context in examining and learning about complex<br />

phenomena. Since September 1997, we have been working in <strong>the</strong> Kreate-IT project toge<strong>the</strong>r with three schools<br />

at <strong>the</strong> municipality of Vetlanda, Sweden. Target population of <strong>the</strong> project are students of <strong>the</strong> ages of 12 to 13.<br />

The ecological and environmental topics and <strong>the</strong> technological tools are chosen to fit <strong>the</strong> students' level and<br />

field of interest.<br />

The technological tools that are suggested to <strong>the</strong> students are: <strong>the</strong> Lego-Dacta Control-Lab, <strong>the</strong> Lego-Dacta<br />

Robotics System and <strong>the</strong> ROBOLAB programming language. The heart of <strong>the</strong> system is <strong>the</strong> RCX or<br />

programmable brick (Resnick et al., 1998), an autonomous LEGO microcomputer that can be programmed<br />

using a PC. This device uses sensors to take input from its environment, to process data, and to control signals<br />

and devices involved in different processes. ROBOLAB is <strong>the</strong> software <strong>for</strong> controlling <strong>the</strong> RCX and is based<br />

on LAB VIEW . This powerful, real-life professional software is made accessible <strong>for</strong> young learners since<br />

ROBOLAB uses a user interface that is appropriate <strong>for</strong> children.<br />

Since our domain of interest is related to complex phenomena in environmental sciences, we have developed a<br />

computer controlled greenhouse by utilizing <strong>the</strong> learning tools described above. This technological<br />

environment provides an experimental arena <strong>for</strong> learning in and about complex systems. In particular, we<br />

believe that children, by playing, building and programming with <strong>the</strong>se learning materials, can gain a deeper<br />

understanding of how dynamic systems behave. Three major principles <strong>for</strong> <strong>the</strong> design of educational<br />

environments based on Vygotsky's (Nardi, 1996) and Papert's (1993) work have been applied in our<br />

development:<br />

• Au<strong>the</strong>ntic activities: Children should have access to, and participate in, similar cultural activities to those<br />

of adults and should be using age-appropriate tools and artifacts modeled on those used by adults,<br />

• Construction: Children should be constructing artifacts and sharing <strong>the</strong>m with <strong>the</strong>ir community,<br />

• Collaboration: Educational environments should involve collaboration between experts and students and<br />

between individual learners and fellow learners.<br />

According to Resnick (1998) <strong>the</strong>se new kind of learning material enable children to explore a new set of<br />

concepts (in particular, "systems concepts" such as feedback and emergence) that have previously been<br />

considered "too advanced" <strong>for</strong> children to learn. Our primary goal in this project is not to help young learners<br />

accomplish some task faster or more effectively, but ra<strong>the</strong>r to engage <strong>the</strong>m in new ways of thinking and<br />

learning about complex domains, in particular those concerning environmental sciences. We are conducting<br />

more in-depth empirical studies, by means of observations and interviews, of how and what children learn<br />

through <strong>the</strong>ir interactions with this learning environment. These issues are being evaluated through smallscale<br />

cases. We will compare results and experiences across <strong>the</strong>se cases. The evaluation is qualitative and it<br />

has been carried out through <strong>the</strong> entire project. Fur<strong>the</strong>rmore, we are exploring <strong>the</strong> use of system dynamics to

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